-Uproszczenie kodu

-Dodanie wizualizacji dostępnych pól
-Zwiększenie rozmiaru klatek
-Zwiększenie ilości zwierząt
-Poprawienie spawnowania zwierząt
This commit is contained in:
karolajoj 2024-04-16 14:50:06 +02:00
parent 5747db6aab
commit a8814a763b
6 changed files with 118 additions and 138 deletions

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@ -9,7 +9,6 @@ class Agent:
self.image= pygame.image.load(image_path)
self.image = pygame.transform.scale(self.image, (grid_size, grid_size))
def draw(self, screen, grid_size):
# Obróć obrazek zgodnie z kierunkiem
if self.direction == 'E':
@ -56,6 +55,7 @@ class Agent:
elif action == 'Turn Right':
self.direction = {'N': 'E', 'E': 'S', 'S': 'W', 'W': 'N'}[self.direction]
self.istate = (self.x, self.y, self.direction)
feed_animal(self, animals)
def feed_animal(self, animals):

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@ -23,57 +23,13 @@ class Enclosure:
pygame.draw.rect(screen, (0, 0, 0), rect) # Fill the area with
screen.blit(self.imageGate, (gate_x * grid_size, gate_y * grid_size))
def gateopen(self, blocked):
gate_x, gate_y = self.gate
gate_x -= 1
gate_y -= 1
if (gate_x, gate_y) in blocked:
blocked.remove((gate_x, gate_y))
def draw(self,screen, grid_size , blocked_fields):
def draw(self,screen, grid_size):
self.imageH = pygame.transform.scale(self.imageH, (grid_size, grid_size))
self.imageV = pygame.transform.scale(self.imageV, (grid_size, grid_size))
if self.x1 < self.x2:
for i in range(self.x1, self.x2+1):
screen.blit(self.imageH, (i * grid_size, self.y1 * grid_size))
blocked_fields.add((i, self.y1))
screen.blit(self.imageH, (i * grid_size, self.y2 * grid_size))
blocked_fields.add((i, self.y2))
if self.y1 < self.y2:
for j in range(self.y1, self.y2+1):
screen.blit(self.imageH, (self.x1 * grid_size, j * grid_size))
blocked_fields.add((self.x1, j))
screen.blit(self.imageH, (self.x2 * grid_size, j * grid_size))
blocked_fields.add((self.x2, j))
if self.y1 > self.y2:
for j in range(self.y2, self.y1+1):
screen.blit(self.imageH, (self.x1 * grid_size, j * grid_size))
blocked_fields.add((self.x1, j))
screen.blit(self.imageH, (self.x2 * grid_size, j * grid_size))
blocked_fields.add((self.x2, j))
if self.x1 > self.x2:
for i in range(self.x2, self.x1+1):
screen.blit(self.imageH, (i * grid_size, self.y1 * grid_size))
blocked_fields.add((i, self.y1))
screen.blit(self.imageH, (i * grid_size, self.y2 * grid_size))
blocked_fields.add((i, self.y2))
if self.y1 < self.y2:
for j in range(self.y1, self.y2+1):
screen.blit(self.imageH, (self.x1 * grid_size, j * grid_size))
blocked_fields.add((self.x1, j))
screen.blit(self.imageH, (self.x2 * grid_size, j * grid_size))
blocked_fields.add((self.x2, j))
if self.y1 > self.y2:
for j in range(self.y2, self.y1+1):
screen.blit(self.imageH, (self.x1 * grid_size, j * grid_size))
blocked_fields.add((self.x1, j))
screen.blit(self.imageH, (self.x2 * grid_size, j * grid_size))
blocked_fields.add((self.x2, j))
for j in range(self.y1, self.y2+1):
screen.blit(self.imageV, (self.x1 * grid_size, j * grid_size))
screen.blit(self.imageV, (self.x2 * grid_size, j * grid_size))

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154
main.py
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@ -31,31 +31,48 @@ fenceH = pygame.image.load('images/fenceHor.png')
fenceV = pygame.image.load('images/fenceVer.png')
gate = pygame.image.load('images/gate.png')
fences = set()
obstacles = set()
animals_position = set()
# region Define the animals
giraffe1 = Giraffe(0, 0, adult=True)
giraffe2 = Giraffe(0, 0, adult=True)
giraffe3 = Giraffe(0, 0, adult=True)
giraffe4 = Giraffe(0, 0)
giraffe5 = Giraffe(0, 0)
bear1 = Bear(0, 0, adult=True)
bear2 = Bear(0, 0, adult=True)
bear3 = Bear(0, 0)
bear4 = Bear(0, 0)
bear5 = Bear(0, 0)
penguin1 = Penguin(0, 0)
penguin2 = Penguin(0, 0)
penguin3 = Penguin(0, 0)
penguin4 = Penguin(0, 0)
elephant1 = Elephant(0, 0, adult=True)
elephant2 = Elephant(0, 0, adult=True)
elephant3 = Elephant(0, 0)
elephant4 = Elephant(0, 0)
elephant5 = Elephant(0, 0)
parrot1 = Parrot(0, 0)
parrot2 = Parrot(0, 0)
parrot3 = Parrot(0, 0)
parrot4 = Parrot(0, 0)
parrot5 = Parrot(0, 0)
Animals = [giraffe1, giraffe2, giraffe3, giraffe4, giraffe5, bear1, bear2, bear3, bear4, bear5, elephant1, elephant2, elephant3, elephant4, elephant5, penguin1, penguin2, penguin3, penguin4, parrot1, parrot2, parrot3, parrot4, parrot5]
# endregion
an1 = Parrot(16, 2)
an2 = Penguin(8, 6)
an3 = Bear(14, 9)
old_an2 = Giraffe(18,4, adult=True)
old_an1 = Elephant(4, 7, adult=True)
an4 = Elephant(4,3)
Animals = [an1, an2, an3, an4, old_an1, old_an2]
# region Define Enclosures
# Enclosure (lewy_górny_x, lewy_górny_y, prawy_dolny_x, prawy_dolny_y, brama, klimat, fenceH, fenceV, gate_obrazek)
en1 = Enclosure(1,5, 9,11, (9,6),"medium", fenceH, fenceV, gate)
en2 = Enclosure(13,1, 29,3, (16,3), 'medium', fenceH, fenceV, gate)
en3 = Enclosure(11,5, 16,11, (12,5),'cold', fenceH, fenceV, gate)
en4 = Enclosure(19,5, 30,11, (25,5),'hot', fenceH, fenceV, gate)
en5 = Enclosure(4,13, 28,15, (16,13),'cold', fenceH, fenceV, gate)
en1 = Enclosure(0,5, 9,11, (9,6),"hot", fenceH, fenceV, gate) # Lewa klatka
en2 = Enclosure(13,0, 29,3, (16,3), 'medium', fenceH, fenceV, gate) # Górna klatka
en3 = Enclosure(11,5, 16,11, (12,5),'cold', fenceH, fenceV, gate) # Środkowa klatka
en4 = Enclosure(19,5, 31,11, (25,5),'hot', fenceH, fenceV, gate) # Prawa klatka
en5 = Enclosure(4,13, 28,16, (16,13),'cold', fenceH, fenceV, gate) # Dolna klatka
Enclosures = [en1, en2, en3, en4, en5]
# endregion
def draw_grid():
for y in range(0, GRID_HEIGHT * GRID_SIZE, GRID_SIZE):
@ -65,16 +82,12 @@ def draw_grid():
def draw_enclosures():
for enclosure in Enclosures:
enclosure.draw(screen, GRID_SIZE, fences)
enclosure.draw(screen, GRID_SIZE)
def draw_gates():
for enclosure in Enclosures:
enclosure.gatebuild(screen, GRID_SIZE)
def opengates():
for enclosure in Enclosures:
enclosure.gateopen(fences)
def draw_Animals():
for Animal in Animals:
Animal.draw(screen, GRID_SIZE)
@ -86,10 +99,10 @@ def draw_Animals():
def spawn_all_animals():
for Animal in Animals:
spawner1 = Spawner(Animal, Enclosures)
spawner1.spawn_animal(fences, animals_position)
spawner1.spawn_animal(obstacles, animals_position)
obstacles = set()
def generate_obstacles():
obstacles = []
for en in Enclosures:
# Pobierz współrzędne bramy
@ -100,60 +113,70 @@ def generate_obstacles():
# Dodaj lewy brzeg prostokąta
for y in range(en.y1, en.y2 + 1):
if (en.x1, y) != (gate_x, gate_y):
obstacles.append((en.x1, y))
obstacles.add((en.x1, y))
# Dodaj prawy brzeg prostokąta
for y in range(en.y1, en.y2 + 1):
if (en.x2, y) != (gate_x, gate_y):
obstacles.append((en.x2, y))
obstacles.add((en.x2, y))
# Dodaj górny brzeg prostokąta
for x in range(en.x1+1, en.x2):
if (x, en.y1) != (gate_x, gate_y):
obstacles.append((x, en.y1))
obstacles.add((x, en.y1))
# Dodaj dolny brzeg prostokąta
for x in range(en.x1+1, en.x2):
if (x, en.y2) != (gate_x, gate_y):
obstacles.append((x, en.y2))
obstacles.add((x, en.y2))
return obstacles
# region Obstacles Tests
# WHITE = (255,255,255)
# TRANSPARENT_BLACK = (0, 0, 0, 128) # Półprzezroczysty czarny
# def draw_obstacles(obstacles):
# for obstacle in obstacles:
# x, y = obstacle
# pygame.draw.rect(screen, TRANSPARENT_BLACK, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
available_fields_small = set()
available_fields_large = set()
def generate_available_fields():
for enclosure in Enclosures:
for x in range(enclosure.x1 + 1, enclosure.x2):
for y in range(enclosure.y1 + 1, enclosure.y2):
field = (x, y)
if field not in obstacles:
available_fields_small.add(field)
if x < enclosure.x2 - 1 and y < enclosure.y2 - 1:
available_fields_large.add(field)
# def main():
# obstacles = generate_obstacles() # Załóżmy, że masz funkcję generate_obstacles, która generuje listę przeszkód
# region Fields Tests
WHITE = (255,255,255)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
BLACK = (0, 0, 0)
# # Pętla główna
# running = True
# while running:
# # Obsługa zdarzeń
# for event in pygame.event.get():
# if event.type == pygame.QUIT:
# running = False
def draw_fields(fields, color):
for field in fields:
x, y = field
pygame.draw.rect(screen, color, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
# # Czyszczenie ekranu
# screen.fill(WHITE)
def main_fields_tests():
obstacles = generate_obstacles()
# # Rysowanie przeszkód
# draw_obstacles(obstacles)
# # Odświeżenie ekranu
# pygame.display.flip()
while True:
screen.fill(WHITE)
# # Wyjście z Pygame
# pygame.quit()
draw_grid()
draw_fields(obstacles, BLACK)
generate_available_fields()
draw_fields(available_fields_small, GREEN)
draw_fields(available_fields_large, YELLOW)
# Odświeżenie ekranu
pygame.display.flip()
# endregion
# region Main Code
def main():
initial_state = (1,1,'W')
initial_state = (0,0,'S')
agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
obstacles = generate_obstacles()
@ -163,6 +186,7 @@ def main():
spawned = False
while True:
# Manualne poruszanie agentem
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
@ -175,25 +199,27 @@ def main():
draw_gates()
if not spawned:
spawn_all_animals()
# region Test szukania ścieżki
for animal in Animals:
animal._feed = 2 # Ustawienie aby zwierzę było głodne
animal = random.choice(Animals)
# actions = graphsearch(agent.istate, (animal.x, animal.y), GRID_WIDTH, GRID_HEIGHT, obstacles)
# endregion
spawned = True
draw_Animals()
opengates()
agent.draw(screen, GRID_SIZE)
pygame.display.flip()
clock.tick(10)
if actions:
action = actions.pop(0)
agent.move(action, GRID_WIDTH, GRID_HEIGHT, obstacles, Animals)
pygame.time.wait(200)
else:
animal = random.choice(Animals)
actions = graphsearch(agent.istate, (animal.x, animal.y), GRID_WIDTH, GRID_HEIGHT, obstacles)
# endregion
if __name__ == "__main__":
main()
debug_mode = False # Jeśli True to pokazuje dostępne pola
if debug_mode:
main_fields_tests()
else:
main()

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@ -1,44 +1,42 @@
import random
class Spawner:
def __init__(self, animal, enclosures):
self.animal = animal
self.enclosures = enclosures
# Wyrażenie listowe filtrujące tylko te wybiegi, które pasują do środowiska zwierzęcia
self.enclosures = [enclosure for enclosure in enclosures if enclosure.type == self.animal.environment]
def spawn_animal(self, blocked, taken):
possibilities = self.enclosures
fitting = []
for option in possibilities:
if option.type == self.animal.environment:
fitting.append(option)
enclosure = random.choice(fitting)
enclosure = random.choice(self.enclosures)
while True:
if enclosure.x1 < enclosure.x2:
self.animal.x = random.randint(enclosure.x1, enclosure.x2)
if enclosure.y1 < enclosure.y2:
self.animal.y = random.randint(enclosure.y1, enclosure.y2)
if enclosure.y1 > enclosure.y2:
self.animal.y = random.randint(enclosure.y2, enclosure.y1)
if enclosure.x1 > enclosure.x2:
self.animal.x = random.randint(enclosure.x2, enclosure.x1)
if enclosure.y1 < enclosure.y2:
self.animal.y = random.randint(enclosure.y1, enclosure.y2)
if enclosure.y1 > enclosure.y2:
self.animal.y = random.randint(enclosure.y2, enclosure.y1)
if self.animal.adult:
self.animal.x = random.randint(enclosure.x1+1, enclosure.x2-2)
self.animal.y = random.randint(enclosure.y1+1, enclosure.y2-2)
else:
self.animal.x = random.randint(enclosure.x1+1, enclosure.x2)
self.animal.y = random.randint(enclosure.y1+1, enclosure.y2)
if self.check(blocked, taken):
break
def check(self, blocked, taken):
x = self.animal.x
y = self.animal.y
if (x,y) in blocked or (x,y) in taken:
return False
taken.add((x,y))
return True
if self.animal.adult:
adult_fields = [(x, y), (x+1,y), (x,y+1), (x+1,y+1)] # Duże zwierze zajmuje 4 pola
if any(field in taken for field in adult_fields): # Jeśli stawiane zwierze jest dorosłe i jakiekolwiek pole jest zajęte, to nie można postawić zwierzęcia
return False
for field in adult_fields: # Dodaj wszystkie pola zajęte przez duże zwierzę
taken.add(field)
else:
taken.add((x,y))
return True